
Be the drill instructor! Insult recruits with no remorse! Can you transform flabby recruits into lean war machines within 12 weeks?
Modeled estimate, not a reported figure. How we estimate →
About
Develop your training schedule. If their Stamina runs out or if their Stress becomes too much, they may fail their training... or worse. More effective advanced training can be unlocked by expending Prestige Points.
Improve your soldiers and earn more Prestige Points when they graduate. Qualify them as riflemen divers, snipers, or paratroopers.
Do you have the right recruit to win a 100m sprint? Or to challenge a naval academy in a swimming competition? What about the marksmanship challenge?
Check your men's skill in mission. Make choices based on the encounters you find. Have you based your training program on agility and close-combat? Then better a sneak approach...
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, German, French, Spanish - Spain
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The first day I played, I played for 3 hours and got 15 men killed, too injured to train, or kicked out of the Marine Corps. I will do it again tomorrow.
This game feel unfinished. To start, there are major issues with UI design and conveyance, despite there being incredibly little information to convey. You can't see what exercises you have assigned to different areas, nor can you see the effects or results of said exercises, until you mouse over, not a training area, but a recruit. Hovering over a recruit also shows you their stats, including what negative trait they have that can invalidate the training to which you assign them, but the game won't clearly state the effects of the negative trait until you click into a different menu. Once you decide which training exercise a recruit does, they receive the resulting changes and a certain number of the week's finite training points is spent. Despite this sounding like a potentially fast and intuitive process, the game inexplicably makes it so that you cannot give a recruit a second task (the training points are deliberately 2 per recruit per day) until an animation for that training session finishes. This game is entirely designed to be turn based and only has the management of personnel states and resources, with no time management to worry about. With not interfering or real time events able to occur during the training session, making the decision for it to be anything other than instantaneous is pointless and needlessly alienates the player. This becomes elevated to game breaking once you realize what everything does and what you want each recruit to specialize in, as you will then end up spending more time waiting for animations to finish so you can repeat a training session that actually thinking things through and making decisions. Once you are done going through the process of training your recruits over 12 weeks with some occasional and entirely optional challenges and events and spending received research points and the like, you can then send your soldiers to war. The actual war game part is frankly awful, as it is pretty much entirely auto battles. Regardless of if you win or loss, you keep going with more battles and training. What I mean by this is that if you have a total team wipe out, you just go on to a new batch of recruits. there is no game over state or even loss of progress or even anything besides the loss of the soldiers lives. Because of this, the game has no incentive to play past the first recruitment and training loop of about half an hour. There is no actual reward to being competent pother than text saying as much. There is no real game over state like in other management games. You can't even get stuck like in a puzzle game. It even is too lacking in visual or conceptual elements to have the art form/toy appeal of a sandbox game or life sim.
I have mixed feelings about this game. It wasn't bad, but could be a lot better. Whenever i get attached to some soldier he need to leave into a combat and he die or become useless teacher. There could be more in game options for them. I must admit it's kinda boring. Very random fights, even if you have a strong soldier he can get randomly one shoted. I mean... It's pretty immersive, because in real world in a combat you can get one shoted too... But in games like this, when it's all about training? It's kinda lame. Game get boring really quick, you try to do the same things all the time and when you have full squad of recruts... It's even dumber. Cause you still focus only on few of them and rest is irrelevant... What's point of training them anything? Only to your top recruts to rest... This game has a big potential but for now it's boring.
Muito bom
I enjoyed playing this game but there's way too little content and when I expected for more content to come, the dev ditched this game for the sequel
Un de plus....fais chier... Un jeu qui peut plaire, qui a des atouts, qui pourrait percer...si la RNG ne venez pas tout foutre en l'air ! Bon allons-y pour les explications. Vous commencez par diriger une "escouade" de 3 recrues, faible en stats et avec un trait négatif chacune. Ce trait (il y en a plusieurs différent et chacun avec un malus différent, entraînant un effet négatif différent) peut être enlevé si vous faites l'action qu'il faut : soit un entrainement, soit une corvée (cuisine, chiottes...). Si les conditions sont respectées, le trait est enlevé, vous gagnez de la renommée et vous êtes peinard. Si non respectées, la recrue peut risque une blessure pendant l'entrainement (elle part à l'hôpital et ne reviendra plus), ou elle peut s'enfuir pendant une mission (pour différentes raisons : peur de l'eau, timide..). Les Stats sont les suivantes : - Force - Permet de porter plus de provisions en mission - CàC/Mêlée - Quand les munitions viennent à manquer... (augmente les chances de victoire en combat rapproché) - Agilité - Pour les opérations discrètes (augmente les chances de victoires lors d'opérations et d'actions qui requièrent de la discrétion / de la furtivité) - Tir - Augmente les chances de toucher lors des combats à distance - Intelligence - Affecte la rapidité du rechargement de l'arme lors du combat - Discipline - Affecte les chances de fuite en combat (???) Autant le dire clairement : 2 des stats ici seront clairement inutiles. Le CàC (Corps à Corps ou Mêlée) -> Vous aurez rarement des combats de ce type. La presque totalité se fera à distance (principe d'une guerre...) La Discipline ne servira que lors de la phase d'entrainement des recrues, pour UN événement qui survient toujours le même jour. En combat, s'enfuir revient à la recrue d'être considérée comme tuée. Elle ne reviendra pas au combat et ne réapparaîtra plus. L'utilité ? Aucune idée. On diminue juste nos chances de fuite d'une recrue donc. Sachant que la fuite ne se fera surtout que lorsque la recrue à un trait négatif encore actif. Statistiques complètement inutiles, pour l'une comme pour l'autre. Note à ce sujet : les autres stats serviront autant pour les entrainement, les compétitions surtout, pouvant rapporter de la renommée lorsque vous êtes premier, que pour la phase de combat. Les stats de Force, de CàC et d'Agilité pour certaines épreuves (piscine, boxe, sprint...) et les stats de Tir et d'Intelligence pour l'épreuve de Sniper (les épreuves sont variables et les stats des concurrents augmenteront à chaque fois après une phase de guerre). La Renommée servira à acheter de l'équipement plus pointu pour se spécialiser plus vite et plus efficacement. Il faudra aussi gérer la fatigue, l'Endurance qui baissera et le Stress qui augmentera à chaque action. L'un comme l'autre peuvent être augmenté ou diminué selon l'action adéquat faite sur une recrue. Une Endurance trop faible augmente les chances de rater un entrainement ou une épreuve (0 points, disqualification) et un Stress trop élevé peut entraîner un départ de la recrue et une impossibilité de certaines action. La RNG vient ici foutre le bordel parce que, en situation de combat, même avec 2 ou 3 recrues très bien entraînées et une chance de protection de plus de 50%, elle peut mourir en 1 coup...par UN sniper ennemi. UN seul. En 3 batailles successives, j'ai par exemple perdu 3 soldats surentraînés (80+ stats) sur une escouade de 4. 50% de chance, dit le jeu ? Bizarre mais je n'y crois pas trop. Etrangement, mon dernier soldat à réussi à faire 3 combats, tout seul, contre 1 voir 3 soldats, dont 1 sniper ennemi sur 2 batailles successives, sans mourir ou être touché. Je ne donne sans doute pas sa chance au jeu, je le conçois. Mais le jeu ne m'en donne pas tellement non plus. Cela sent le script au début et la RNG sur la suite et je n'aime pas ça du tout. Ah oui : Et les succès sont buggés aussi ! Je devrais en avoir bien plus de la moitié et rien ne s'est activé. Dommage, je trouve que le jeu est sympa et relaxant...pendant la phase d'entrainement. Puis c'est toi qui subit le stress du combat, puisque tu peux tout perdre en très peu de temps.... Si vous êtes fan des coups de chance, vous apprécierez. Ce n'est pas mon cas. Regrettable.
This is a fairly unique management/strategy game. In my opinion, it's on par with some mobile games I've played, far as quality and length (There are NO mobile mechanics like waiting or pay to win). Sometimes I really enjoy a game that's not too "difficult", easy enough to play while watching TV, with endless play after the main 'story' is 'beaten'. For me, this is scratching that itch. As of this review I just completed the main mission, and I plan to continue playing for awhile just for fun. Here are my pros and cons: PROS: - Easy to pick up and learn - Cute retro style, charming old school graphics. - Slight humor is nice and well placed. - The game play loop is fun and rewarding as you progress. - Fun random events (I love games with these). -Unique gameplay for the subject matter. CONS: -Shallow strategy play for some users (I didn't mind it) -Traits: Traits were nothing but annoying to me, eating into my training freedom. They do present a challenge, but I'd prefer to play without them. That's just me. -Short game; I didn't realze credits would roll when they did. I wish it was longer, but at least you can keep playing! - NO CLOUD SAVE AT ALL. This is my biggest con personally. I was hoping to play between windows/steam deck, but if you want to keep progress you must manually move the save file which is a huge pain. OVERALL: I love this game, and I hope this developer keeps making improvements, and also keeps making other games. It's worth the small price point, and certainly worth it when it goes on sale.
You win in about 2 hours, its fun enough, wouldn't pay more than £3-4
Beh non è male, ma è lento
Nice litle game. Don't expect too much from it. It isn't FTL nor X-Com. It is a tiny litle nice game which mixes elements of some rogue lites/likes and has some resemblens to Punch Out. Buy it for 5 bucks or so and have some hours of fun.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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